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superscience890

[CP] Bang Combo Discussion and Posting Thread

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So, just as a starter, confirming standing or crouching is really important for Bang in order to maximize damage and corner carry. Also knowing whether a starter is short or long will help you learn how long you can extend your combo so you want to keep that in mind as well.

As for seals, there's 4 of them, Fu, Rin, Ka and Zan which give different properties in overdrive or FRKZ. The most important or Fu, and Rin which come from 5D and 6D, so keep that in mind when getting seals for FRKZ combos.

5D = Fu - Gives 5 Airdashes in FRKZ

6D = Rin - Allows Bang to dash through characters in FRKZ

j.D = Kaa - Gives better proration in combos

2D = Zan - Makes all Drives full guardpoint in FRKZ

Also, the seals also give him his command grab super which can be helpful sometimes.

xxx in notation refers to filler before hand. Generally with gatlings from 5A, 2A, 5B, and 2B.

Enders are, as it seems are ender to combos. You'll notice that you'll try to either corner carry, get hard knockdown, or end with damage. The ones listed hear are generally the pretty standard ones.

Filler for combos (xxx parts in notation) :

Keep in mind that the combo starter determines what combos you can do and sometimes if your filler is too long, you won't be able to do the whole combo

Note, this will only have the ground filler parts. All air normals are normal starters except for j.A which is a short starter.

Short Starter (5A, 2A, j.A)

5A > 5B > 2B > -

5A > 2A > 5B > 2B > -

Normal Starters (5B, j.B, j.C, j.2C, 6A, 5C)

5B > 2B > -

6A (ch) > 5B > 2B > -

2B > 5B > -

6B > rapid > j.B > 5B > 2B > -

6B > rapid > airdash > j.B > j.2C > 5B > 2B > -

Enders:

(Corner Carry)

xxx > j.C > IAD > j.C > j.2C

(Knock Down)

xxx > j.C > j.2C

xxx > j.B > j.C > jc.C > j.2C

xxx > j.A > j.B > j.C > jc.C > j.2C

xxx > j.A > j.B > j.C > jc.2C

(Meter)

xxx > 5A > 5B > Ashura

xxx > sj.A > j.B > j.C > j.236C > Ashura (May not work depending on starter)

xxx > 2B > 5B > Ashura

Midscreen:

Standing

Short Starters (5A, 2A)

xxx > 6C > j.D > 5A > 5B > Ender

xxx > 6C > [delayed] IAD > j.C > [delayed] j.2C > 5A > 5B > Ender

xxx > 6C > j.D > j.236C > 5C > 6D > 623B

Normal Starters (5B, j.B, j.C, j.2C, 6A, 5C)

xxx > 6C > j.D > 5A > 5B > j.C > IAD > j.C > j.2C > j.236A > 5A > 5B > Ender

xxx > 6C > [delayed] IAD > j.C > [delayed] j.2C > 5A > 5B > j.C > IAD > j.C > j.2C > j.236A > 5A > 5B > nder

xxx > 6C > j.D > j.236C > 5C > 6D > 623B

xxx > 6C > [delayed] IAD > j.C > [delayed] j.2C > 5A > 2B > 5D

Depending on how far you are from the corner and starter

dash 2D > j.D > j.236C > 5C > 6D

Crouching

xxx > 2C

xxx > 2B > Daifunka

xxx > 2B > 5D

xxx > 2B > 5D > Rapid > dash 2D > j.D > j.236C > 5C > 6D

Fatal

3C > (2B>6B)X4 > 2B > 5B > j.A > j.B > j.C > j.c > j.C > j.2C > j.236A [4607 Damage, 33 Heat]

5C > 6A > 5A > 5B > 5D > 5A > 2B > 6C > j.22A > dash 5B > j.C > j.22A > j.C > j.623B > 5A > 5B > Ender

Grab > airdash > j.B > j.C > 6C > jc > j.D > j.236C > 5C > 6D [j.D, 6D]

Air Grab > 2B > 6C > jc > j.D > j.236C > 5C > 6D > 623B [j.D, 6D]

Near Corner:

Standing

Normal Starter (5B, j.B, j.C, j.2C, 6A, 5C)

xxx > 6C > j.22A > Dash 5B > JC > j.22A > j.C > j.623B > Dash 5B > 623B > Dash 2B > 5B > Ender

In Corner

Standing

Short Starters (5A, 2A)

xxx > 6C > j.D > 5A > 5B > Ender

xxx > 6C > j.22A > [delayed] j.C > j.623B > 5A > 5B > Ender

Normal Starter (5B, j.B, j.C, j.2C, 6A, 5C)

xxx > 6C > j.22A > [delayed] j.C > j.623B > 5B > 623B > 2B > 5B > j.C > j.22A > j.2C > j.236A > 5A > 5B > Ender

xxx > 6C > J.22A > J.C > J.623B > 5B > 2B > 5D > dash under 6C > J.D > 623B > 2B > 6C > J.C > J.2C [5D, j.D]

xxx > 6C > J.22A > J.C > J.623B > 5B > 2B > 5D > dash under 6C > J.D > (236C > 5C > 6D > 623B > 2C [5D, j.D, 6D]) or (236C > 2D > J.B > J.C > DJ.C > DJ.2C[5D, j.D, 2D]) or (6D > j.236C > 2D > jC > j2C [All 4 seals])

xxx > 6C > Delayed j.22A > j.C > j.623B > 5B > 6C > jc > j.D > j.236C > 5C > 6D > 623B > Ender [j.D, 6D]

Crouching

Keep in mind, if you're too far away from the corner for some of these combos to pick up with dash 2B, you can rapid 623B so you can run right away.

Short Starters (5A, 2A)

xxx > 2C > 623B > dash 2B > 5B > Ender

xxx > 2C > 623B > dash 2B > j.623B > 5A > 5B > Ender

Normal Starter (5B, j.B, j.C, j.2C, 6A, 5C)

xxx > 2C > 623B > dash 2B > j.623B > 5A > 5B > j.C > j.22A > j.2C > j.236A > 5A > 5B > Ender

xxx > 2C > 623B > dash 2B > 5B > j.C > j.22A > j.2C > j.236A > 5A > 5B > Ender

Fatal

3C > 2B > (TK)j.623B > 5B > 5C > CT > 2B > 5B > j.C > j.22A > j.2C > j.236A > 5A > 5B > sj.A > j.B > j.C > j.236C > Ashura

3C > 2B > 5B > j.623B > 5B > 5C > 6D > 623B > 2B > 5D > 6C > j.D > j.236C > 2D > j.C > j.2C [All 4 Seals]

Grab > airdash > j.B > j.C > 5C > CT > 5B > 2B > Ender

Grab > airdash > j.B > j.C > 5C > 6D > 623B

FRKZ (Overdrive) Combos:

Videos

https://www.youtube.com/playlist?list=PL5rnHuBLVzfdVOJdmOPD1jpBA7yi6p-mw

Corner

Thanks to GreekAngel for these!

FRKZ combo start:

5B > 2B > 2C > 5D > 2D > XXX

This is one of the standard routes of the FRKZ corner combo. If you have the 6D seal, then 2D will put YOU in the corner. Remember your positioning.

5B > 2B > 2C > 5D > CT > XXX

Another route that makes use of the crush trigger in the corner. Its pretty cool, but still keeps your opponent in the corner so follow ups are limited.

5B > 2B > 2C > 5D > 6D > XXX

This is a bizarre combo route. As soon as you land 6D, which isn't immediate, so its the slightest delays, the opponent will land on the other side of you. You have to 4Dash in order to return to in front of your opponent. This also lets you use 623B and J623B outside of the corner. Its also the most awesome looking, so do this to friends and be loved forever.

Full Life OD Cancel:

5B > 2B > OD cancel 5B > 2C > 5D > 2D > JD (OD runs out here) > C nail > 5C > 6D

Does 3662 Damage with 4 seals, 2563 Damage with no seals. Note: Its extremely standard and can set up oki. A C seal or 623B can be enough for you, if its your preference.

5B > 2B > OD cancel 5B > 2C > 5D > (OD runs out here) CT > 6C > JD > 623B > (66) 2B > 5B > Air ender

Does 4429 Damage with 4 seals and 25 heat, and does 3534 Damage with 25 heat seal-less. Note: You can easily preform this combo in full life OD, so there is nothing too special. Only nets you 2 seals though, but it gets you great mileage and its decent.

Full Life OD, 70% Life OD cancel:

XXX > 5D > 2D > JD > 2Dash (OD runs out) 6D > 623B > 662B > 5B > Air Ender

Does 2868 Damage with no seals, does 4497 Damage with 4 seals. Gains 32 heat with 4 seals, gains 20 heat with no seals. Note: Just do the basic air combo ender after you do the microdash 2B. You still have combo time to perform it.

70% Life OD, Half Life OD Cancel:

XXX > 5D > CT > 6C > JD > 6D > 2C > (OD runs out here) Daifunka

Does 4293 Damage with no seals and 50 heat, does 5799 Damage with 4 seals and 50 heat. Note: This is a simple 5D > CT combo route. Nothing TOO wrong with it, but its not a four seal route.

Half Life OD:

XXX > 5D > 2D > JD > 2Dash 6D > 623B > 5B > 2B > 9Dash jC > J623B > OD DAIFUNKA

Does 4270 Damage with no seals and 50 heat, does 5921 Damage with 4 seals and 50 heat.

Note: This combo only works if you start out in OD and hit with 5B, or if you land JC, omit 2B in the template starter above, although you will get less damage.

Half Life OD, Almost Dead (20%) OD cancel:

XXX > 5D > 2D > JD > 2Dash 6D > 623B > 5B > 2B > Ashura

Does 3741 Damage with no seals and 50 heat, does 5392 Damage with 4 seals and 50 heat. Note: Getting Ashura out of 2B during FRKZ is hard as hell. Grind the input in training and hopefully you'll get it in a real match.

XXX > 5D > CT > slight Delay 2B > 623B > 2B > 9Dash JC > 6Dash JC > 9Dash JC > 6Dash JC > J623B > 5C > 6D > OD DAIFUNKA

Does 4415 Damage with no seals and 50 heat, does 6483 Damage with 4 seals and 50 heat. Note: One of, if not, the most difficult, but FUCKING AWESOME confirm in FRKZ. You have to time the 2B after crush trigger so that 623B can combo and the following 2B after. This combo brings your opponent along for a wild ride, all the way to one corner, but ending up in the next.

XXX> 5D > 6D > 4Dash 2D > 9Dash JD > 2Dash 2B > 9Dash JC > 6Dash JC > 9Dash JC > 6Dash JC > J623B > (This part is the hardest to time) 623B > DAIFUNKA

Does 4401 Damage with no seals and 50 heat, does 6197 with 4 seals and 50 heat. Note: This is probably THE most bizarre FRKZ route you will ever do, since doing 6D after 5D takes your opponent out of the corner. Also, as said in the combo, the hardest part is the 623B right after, so just omit that if you cannot do it and you will combo into OD Daifunka just fine.

Combo Tips:

How do I consistently dash 2B after 2C > 623B in corner?

Here's a very small trick that might help timing the microdash 2B after 2C supah crash in the corner.

As Bang slides away after the 623B, look for the moment he stops sliding. That is when he can dash again. Look at his feet to see when his momentum slows to a stop and 663B. Do the input as fast as possible.

Another visual cue that some people might prefer: there is a subtle yet clear stage shake effect when an opponent hits the ground after super crash. Look for the stage shake to dash in.

(Thanks Kaeru)

Another thing to keep in mind is that you have to be pretty close to the corner to be able to get this combo in the first place so that's something else to keep in mind.

I can't get - 6C > delayed IAD > j.C > Delayed j.2C (or similar combo) on X Character

These kind of combos are often character dependent in timing. You generally want to be below your opponent on the last j.2C and doing the j.2C as late as possible so that you'll land right afterwards and you can press 5A.

I'm having trouble with 6C > j.D > j.236C

It's alot weirder now since you have to actually jump cancel it. I find it easier to hold 9 before j.D connects and then do the 236C motion after j.D actually connects. If you're high enough in the air when you do the j.D, you can straight special cancel it into j.236C

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Gonna see if I can aggregate some relevant stuff from the GP discussion thread. Damages are from ones I've tested and confirmed myself.

3C Fatal>(2B>6B)X4>2B>5B>j.A>j.B>j.C>j.c>j.C>j.2C>236A [4607 Damage, 33 Heat]

5B>2B>5D>RC>2D>j.D>C Nail>5C>6D [All Seals] (Can't seem to manage this one myself, but my inputs are balls. If someone better can confirm, let me know.)

5A>5B>2B>6C>j.D>C Nail>5C>6D>623B [2424 Damage, 17 Heat, Rin/Ka seals]

Ground Throw>Air-Dash>j.B>j.C>land>j.A>j.B>j.C>j.c>j.C>j.2C[2601 Damage, 18 Heat]

50%-5A>5B>2B>6C>j.D>C Nail>5C>6D>Daifunka [3296 Damage, 15 heat, Rin/Ka seals]

and.....ran outta time. Will post more handy stuff as I find and experiment through this week.

Tons of thanks to Zeth for his translations.

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For some high damage here's a few things I've been working on.

(standing, corner) 5B>2B>6C>J22A>JC>J623B>5B>2B>JC>J22A>J2C>J236A>5A>6C>J>JD>2369C>5C>6D>ashura (5.2k damage and runs out the entire poison duration, adding another 800~ damage, can do 623B if no meter in the end)

(standing, midscren) 5B>2B>6C>IADJC>J2C>5A>5B>>JC>IADjC>J2C>5A>5B>>JC>IADjC>J2C>5A>5B>ashura 4.6k

(crouching, corner) 5B>2B>2C>623B>66>2B>5B>JC>J22A>J2C>J236A>5A>6C>J>JD>2369C>5C>6D>ashura/bumper 5~k

(miscreen, needs 75 and burst, Rin and Ka seals) 5B>2B>3C>RC>FRKZ>2B>9>JC>6>JC>J623B>5C>6D>2D>CT>623B>Daifunka -7.2k

(corner, fatal, 15ish meter required) 3Cfc>2B>5B>5C>CT>6C>J22A>JC>J623B>5B>623B>66>2B>5B>JA>JC>J236C>ashura 6~K

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-Any combo that starts with standing 5B appears to work on standing 6A CH

-3C FC combo can end with 2B 5D 5C 6D 623B 66 2B 5B ashura for about 5.5K

-j.D/6D CH 2B 5B j.C 99 j.C j.2C 5A 5B j,ABC dj.c j.623B/j.2C 2.8-2.9K midscreen

-5D CH 66 2D j.D 236C 5C 6D 623B (4 seals)

-throw 22A j.C 5B j.C 99 j.C j.2C 5A 5B j.ABC dj.BC dj.623B 3350damage

-corner 6B RC ad j.B j.2C 5B 2B 2C 623B 66 2B 5B j.C 99 j.C j.2C 5A 5B j.ABC dj.BC dj.623B 3350 damage

edit: I'm quickly realizing a lot of Bang's super fancy combos dont work on a few exception characters. sigh fuck you specifically tager you floaty ass son of a bitch

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Here's the best midscreen to corner carry I've been able to work out from starting position:

5B>2B>6C>J22A>DASH5B>JC>J22A>JC>J623B>DASH5B>623B>DASH2B>5B>JA>JB>JC>JC>J2C - 4.3k

You may have to mess around with varying char-dependant delays on the second j22A and j623B but from the starting position in training mode this works.

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In the corner I do

5C 2C 623B 2B 5B j.C 99 j.C j.2C 5A 5B j.ABC dj.BC dj.623B ~3.1K

and if it fatals you can throw in 2 [2B 6B]s after the 623B for ~3.5K

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I got some combos for you guys. This is really good

5C Fatal > CT > 5B > 2B > 6C > J22A > JC > dash 6C > JD > FRKZ > 2B > 5D > 6Dash > 5C > 2C > DAIFUNKA [4.8K damage, Fu/Ka Seals] with Full health OD cancel

5C Fatal > CT > 5B > 2B > 6C > J22A > JC > dash 6C > JD > FRKZ > 2B > 5D > 6Dash > 5C > 6D > 6C > J623B > DAIFUNKA [5.4K damage, Fu/Rin/Ka Seals] with Half health OD

5C Fatal > CT > 5B > 2B > 6C > J22A > JC > dash 6C > JD > FRKZ > 2B > 5D > 6Dash > 5C > 6D > 2D > 6B > 2C > 6C > J623B > DAIFUNKA [5.6K damage, Fu-Rin-Ka-Zan seals] with Almost Dead OD

This gives some disgusting corner carry from your back in the corner.

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So, I just had to come up with something that makes use of our old best starter that is 6C counter (now it seems 3C fatal replaced it though XD) which leads us to this:

6C CH>9>OD>JC>6>JC>6>JC>J623B>5C>6D>6>2D>CT>623B>daifunka (7k, needs 50~ meter, furinka seals)

The main nice thing about it is that you jump cancel to get full OD rather than use RCs for it, which allows you to go to the CT combo route from much lower meter positions.

thats a ridiculous confirm i would never use that :\

That's not a confirm, you can't confirm 5C fatal with CT, it's just a blockstring that if it just so happens to fatal can lead into some nice damage lol.

2C>6C? How does that work?

That's a FRKZ combo, you hold 6 after 2C to dash cancel it, then cancel the dash startup with 6C.

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That's a FRKZ combo, you hold 6 after 2C to dash cancel it, then cancel the dash startup with 6C.

I know it's Fu-Rin-Ka-Zan, but does that really work? A knockdown sweep attack followed by a high hitting launcher?

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I know it's Fu-Rin-Ka-Zan, but does that really work? A knockdown sweep attack followed by a high hitting launcher?

2C has different properties in OD, it is why you can daifunka after it.

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2C has different properties in OD, it is why you can daifunka after it.

In OD, 2C launches higher, allowing 6C and 5D to connect after it. Also, 2C gatlings naturally to 5D, so thats a plus

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5C FC > 5D > 5A > 6C > j.c relaunch loops does like 3 loops into the corner for like 2.7 - 3K depending on variations, I guess I'll try again tomorrow but thats some nice carry off of a very easy confirm and link.

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Just 2 combos I learned from watching matches that I thought would be nice to share with you guys

J.B>5A>5B>2B>6C>J.D>5A>5B>J.C>IAD>J.C>Delayed J.2C>5A>5B>J.C>IAD>J.C>J.2C

Has some pretty nice corner carry, works off any normal starter that can combo into 6C actually.

Corner: 5B>2B>6C>Delayed J.22A>J.C>J.623B>5B>6C>jc>J.D>J.236C>5C>6D>623B>662B>5B>Ashura

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Guys I was hoping you could help me with something. I am having way way too much trouble connecting the 66 2B after a 623B in the corner. Obviously this is essential if you want any good damage in the corner. Is there any trick or anything anyone found helpful?

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Is it the type if thing where once you figure it out you're able to hit it consistently. This change is really holding me back. Any other CSE Bangs have trouble adjusting?

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You wanna do 2C before 623B, it makes landing 2B easier. Also make sure to be really in the corner, if you're slightly too far back it won't reach in time. Learn to confirm standing corner damage btw, it's really nice.

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Is it the type if thing where once you figure it out you're able to hit it consistently. This change is really holding me back. Any other CSE Bangs have trouble adjusting?
YUP!When I went to Youmacom in Detroit, MI real hype to see BBCP right there (Sadly PS3) but I got into some casuals and had some trouble for 3 reasons! 1. PS3 Remote sucks PERIOD. 2. Very fast and certain BnBs required different timing I am not used to. 3. Blocking strings (2B not being jump cancel able hurts and no TK Dnails in blocks strings. Aside from that I feel like Arc System Works really made us focus on using ALL of our tools to be more effective. Personally I don't mind Bang being harder to play just makes the win that much more MANLY!!!

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I know the game isn't out in the states yet, but is there any chance the first post is going to be updated for those of us who have the JP version of the game? I could re-write the combos in a PM, and you could just review, copy and paste to save time if you'd like.

Also, my BnB looks like this; -- Midscreen: 5B>2B>6C>22A>j.C <land> 66>5B>j.C>IAD>j.C>j.2C>j.236A <land> 5A>6C>j.D>j.236C <land> 66>5C>6D>623B>2C -2 nails, + 27 heat?, 3.8k -- I had a lot of trouble with the 6C>IAD, then the j.C IAD back to back. My brain wants those similar hits to work the same as far as timing, and they don't so, 'til I'm better, this is where I make all da monies. Add a DD, switch the 5C for 5D in the corner as needed (seals/ oki/ wall bounce range). Optimal? Probably not, but it's easy to do.

Also, I'm noticing the 2C ender doesn't work on everyone (i.e. Rachel) and the j.C's are little finicky on some characters (Noel).

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Just for the sake of the thread, I will post the combo vids that Bang has on here so that one day, they can get notations and we can build off of these. I am currently lazy as balls right now to notate, so here are some combos for you all to enjoy.

BBCP Bang Shishigami Combos Part 1/3

BBCP Bang Shishigami Combos Part 2/3

BBCP Bang Shishigami Combos Part 3/3

BBCP Bang Extra Combos

BBCP Bang Shishigami Assorted Combos

BBCP Bang Combos + Neta (Pink Bang)

BBCP Bang Shishigami Combos + Neta (Goku Bang)

BBCP Bang Shishigami Combo Movie 【GET THE WORLD】

BBCP Bang Shishigami Combo Movie 【Hiden Ninpou Fuurinkazan】

BBCP Bang Shishigami Combo Movie 【Butter Fly】 By Koshikawa

I hope you guys appreciate this easy to go to reference when training combos, because I do love easy references I can go back to. Thank you for your time.

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(corner, fatal, 15ish meter required) 3Cfc>2B>5B>5C>CT>6C>J22A>JC>J623B>5B>623B>66>2B>5B>JA>JC>J236C>ashura 6~K

Who'd you do this combo on? Just trying it out and the 5B > 5C doesn't catch on the characters I used. I imagine it's character specific?

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